Darl Quethos

Senken's page

81 posts. Organized Play character for Xzaral.


Full Name

Senken

Race

Human

Classes/Levels

Wizard (Foresight) 1

Gender

{HP 3/11 | AC12 FF10 T12 CMD13 | F/R/W 2/2/2 | Inish +3 (Foresight) Per+0 SM+0}Male

Size

Medium

Age

17

Alignment

Neutral Good

Languages

Common, Tian, Draconic, Aklo, Abyssal, Infernal

Homepage URL

27303-2

Strength 12
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Senken

Stats:

HP 11/11
AC 12 FF 10 T 12 CMD 13
F/R/W 2/2/2
Prescience 3/7
Arcane Bond 1/1
Spells
0th - Light, Mage Hand, Ray of Frost, Detect Magic
1st - Burning Hands, Color Spray (cast), Comprehend Languages
Effects
None

Base Info:

HP: 11
AC: 12 FF 10 T 12
Fort +2 (0base + 2con)
Ref +2 (0base + 2dex)
Will +2 (2base +0wis)
BAB +0
CMB +1
CMD 13
Speed 30'
Inish +3

Trained Skills:

Craft (Painting) +9
Knowledge (Arcana) +8
Knowledge (Dungeoneering) +8
Knowledge (Geography) +8
Knowledge (History) +8
Knowledge (Nature) +8
Knowledge (Planes) +8
Linguistics +8
Spellcraft +8

Feats:

Combat Casting: You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Toughness: You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Spell Focus (Evocation): Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Foresight Abilities:

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp) (Ring): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School (Divination, Foresight): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Opposition schools: Enchantment, Necromancy

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Traits:

Meticulous Artisan (Painting)
Focused Mind

Spellcasting:

Specialization Divination (Foresight)
Opposed Schools Enchantment and Necromancy
Concentration +11
Save DC 14+SL (+1 Evocation)

Spells per day 3+1/1+1+1
Spells Memorized
0th - Light, Mage Hand, Ray of Frost, Detect Magic
1st - Burning Hands, Color Spray, Comprehend Languages

Spellbook:

0 - All core rulebook
1 - Burning Hands, Mage Armor, Identify, Color Spray, Magic Missle, Enlarge Person, Comprehend Languages

Weapon Info:

Quarterstaff +1 melee, 1d6+1 (20/x2)
Light X-bow +2 ranged, 1d8 (19-20/x2)

Equipment:

Explorer's Outfit
Backpack
Quarterstaff
Light X-Bow
20 Bolts
20 Silver Bolts
20 Cold Iron Bolts
Rope 50' Silk
57gp

Background:

10,000 times I have seen Golarion burn. 10,000 more still I will. In my dreams, I see the end of the world. And it is thus that I shall work to prevent that future of which I dream. My name is Senken, I come from across the Crown of the World, and I can see the future.My first visions occurred when I was young, only 5 times had my birth been celebrated. But the dreams came upon me, the lands which I called home, overrun by terrifying creatures of nightmare. Amidst the burning flames of my home, I stood motionless, watching. My family lay around me, slaughtered to a man, many unrecognizable. But it didn't end there, I could see further, to the edges of our fields, beyond to the entire country, all of the Dragon Empires, and the world itself enveloped by the fires.As I awoke from this pained dream, I found it had not come to pass, a child's nightmare. But then again they came, the next night. And then the next, and again, every night I saw the end. My family became concerned. We attempted to hide it, but wordspread. The insults and taunts hurled my way made growing up difficult, but for two years I endured. Until a grave insult came to my father. He did what he had to and the man lay dead. But the act brought dishonor upon the family, and in shamewe left the Dragon Empires to cross the Crown of the World. As young as I was, it was only through good fortune that I survived, but it had brought scars from the crossing. I felt into a deep illness, one which I wasn't expected to survive. Even after entering warmer lands, my fever didn't subside. The nightmares did not subside either. Then one day, I finally understood. These were not dreams, but rather the future, what may come to pass. I had been given this gift so that I may prevent this future from happening. And with this realization, the fever broke. My family was overjoyed. But I now had a task before me. My uncle had passed to the next world during the crossing, and had left me his collection of books. Amongst these was a book of spells, which I took to studying every night. The dreams did not stop, but I learned to look into them, to see their meaning. Each was a warning, a vague message of what evil may come, but it gave me my path. For the next 10 years, I preparedmyself, learning the arcane arts, so that I may help the world. I channeled my gift, made it my power. I knew I needed allies, so I joined a group of adventurer's in this new land, a group called the Pathfinder Society. Here I hoped to findallies so that I may save this world. I know the dreams will never end. The world will never truly be safe, not forever. But I will do my part, and give it as much time as I am able. My name is Senken, and I shall save this world or die trying.